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Object Level Editing
Object Level Editing
This level editing is used when you wish to modify your objects in their entirety, rather than just modifying specific regions of the of the object.
"Create Obj" (Create New Object…)
When you wish to create a new object this is the option that you will select. Upon selecting this option another window will open, and in this window you will be given several options of ways to modify your object upon its creation.
The first of the options given is the "Name" field. In this field you will be able to modify the name of the object that you will create.Quick Lesson: If you decide not to give a name to your object, a name will be provided by the program. If this is the case, the name will be the word "Object" followed by a four-digit integer, i.e."Object0054". This is dependent on how many objects you allow the program to name; it will begin with "0000" and works its way up to "9999".
The next set of options that you will be able choose from are the options that allow you to modify the coordinates of the center of your object in relation to the world.
- X coordinates adjust the object along the X axis, which is located on the graph's plane.
- Y coordinates adjust the object along the Y axis, which runs vertically (up and down) both above and below the graph's plane.
- Z coordinates adjust the object along the Z axis, which is located on the graph's plane (much like the x axis, except that the z axis runs perpendicular in relation to the x axis when looking at the graph from above or below).
Quick Lesson: While using GeomTools, note that the coordinates are not always constant. Meaning that there are "World-Relative Coordinates" which are based upon the center point of the graph, and there are "Object-Relative Coordinates" which are based upon the center of a specific object. When creating an object the coordinates will always be world-relative.
The next set of options available to you, concern the dimensions of the object that you are creating. These three fields allow you to manually select the Width, Height, and Length of the object that you will create.
Quick Lesson: When setting the dimensions of the object you wish to create; the width will be in accordance to the x axis, the height will be in accordance to the y axis, and the length will be in accordance to the z axis.
Below where you enter the dimensions of your object, you will see a small key stating that Hudson is equivalent to 2 "metres". This is a measurement of the height of the marine. Use this key to scale your level accordingly.
Quick Lesson: All of the measurements in this program are determined in meters, spelled "metres" by the program.
The last of the options available to you when creating an object is the option of setting the default shape of the object you will create. When you have this option "checked" your object will automatically be in the shape of the object that is specified in the field beneath the checkbox. You can choose either a box or a pyramid to be your default object.
Quick Lesson: When you do not have this option checked, the object you create will be in the shape of the box.
After you have finished entering all of the attributes of your new object, select the "confirm" button at the bottom of the window to create the object. If at any point you decide that you no longer want to create an object, simply select the "cancel" button, which is also found at the bottom of the window.
"Rename Obj" (Rename Object…)
This option allows you to rename your currently highlighted object. Upon selecting this option you will activate a window with one field that displays the current name of your highlighted object. Delete the name seen in the window, replace it with the name you wish to use, and click the "confirm" button found at the bottom of the window. If you decide against changing the name of your object, select the "cancel" button, also found at the bottom of the window.
"Mesh Color" (Set Object Mesh Color)
Awaiting Information From Rebellion If This Feature Is Working Or Not...
"Delete Obj" (Delete Object…)
This option allows you to delete your currently highlighted object. Upon selecting this option you will activate a window requesting your confirmation to delete the object. Once this window is up, select the "confirm" button, which is found at the bottom of the window, to delete the object. If you decide against deleting your object, select the "cancel" button, which is also found at the bottom of the window.
"Merge Objs" (Merge Objects…)
This option allows you to "merge", or join, two objects together so that they are treated as one.
Quick Lesson: When two objects are merged together, they will not weld themselves together. However, they will now move together and you will be able to select parts of both shapes simultaneously.
Upon selecting this option you will activate a window that will request for you to specify which object you wish to merge with your currently selected object. After selecting the object you will merge with, select the "confirm" button, located at the bottom of the screen, to execute the merge. If at any point you decide not to proceed with the merging of the two objects, select the "cancel" button, which is also located at the bottom of the window.
"Transform" (Transform Object)
This option allows you to relocate the position of your selected object by adjusting the coordinates of its center point.
Upon selecting this option you will activate a window with six fields. The first three fields, which happen to be shaded in gray, represent the coordinates of your objects' current position. The next three fields are where you will enter the adjustments that you wish to make to the position of your object. When you enter a value in any of these fields it will be added (or subtracted, depending on which way you would like your object to go), to the corresponding fields above that are shaded in gray. After you have entered a value to the fields you wish to modify, select the "confirm" button located at the bottom of the window. If you decide that you do not wish to modify your objects' position, then you can select the "cancel" button, which also happens to be located at the base of the window.Quick Lesson: Remember that when adjusting the coordinates of the center point of your object, the coordinates of your object is "World-Relative", meaning the coordinates of your selected object are in relation to the (0,0,0) coordinate of the graph of GeomTools.
"Rotate Obj" (Rotate Object)
This option allows you to rotate your selected object along any of the three axes.
Upon selecting this option you will activate a window, and in this window there will be three fields (one for each axis). When a value is entered the object will rotate based upon the field in which you entered your value. For example, if you entered your value in the field labeled "X Axis", then your selected object will rotate along the x axis.Quick Lesson: Please note that the measures of rotation are in degrees; meaning 180 would equal exactly half of a rotation, and if you enter 360 your object would make a full rotation and will appear as if it weren't modified at all.
Quick Lesson: When you rotate your object remember to take the center point of your object into consideration because, although the object rotates along the axis of your selection, the center point of your object is still used as the point of rotation.
"Scale Obj" (Scale Selected Object)
This option is used to scale the size of your selected object, so that it is better suited for the characters in AvP.
Upon the selection of this option you will activate a window with four fields; "X", "Y", "Z", and "Abs". The X represents the width of your object, the Y represents the height of your object, the Z represents the length of your object, and Abs represents your entire object.
In all of the fields there is a value of 100, this value is a percentage, meaning that the state, or current size of the selected object, is 100% of its size. In order to adjust the size of the selected object, enter the "percentage" of which you wish to adjust the object. For example, you wish to make an adjustment to half of the size then you would enter 50, representing 50% of the current value. Or if you would like to make the value twice as much, or three times as much, then you would enter 200 or 300. After entering the value of modification, select the confirm button at the bottom of the window, or if you decide against scaling your object select the cancel button which is also found at the base of the window.Quick Lesson: Whenever you select this option, all of the values will be 100. The next time you open this window, you will not see 300 in any of the fields, just because you adjusted the value in a previous action of scaling. As soon as you modify the value the program will recognize the new value as 100%.
"Hide Obj" (Hide Selected Object)
This option is used to hide the object you have selected. When you select this option, whatever object you have selected will become "hidden". This is really helpful if you have a complicated level. You can use this to a hide an object that may be obstructing your view of another object you wish to work on.
"Hide Unsel." (Hide Unselected Objects)
This option is used to hide all of the objects in your level, except for the one object that you have highlighted. This option is helpful if you are only going to work on the object you have highlighted. It will isolate it from the rest of your level, making it a little easier for you concentrate on that specific object.
"Unhide All" (Unhide All Objects)
When you select this option, any of the objects that you may have that are hidden will be put back into view. So if you feel like something in your level may be missing, select this option. You may have forgotten about a hidden object.
"Make Hudson" (Create Hudson Object…)
When this option is selected a "Hudson model" will be created. A Hudson is an object that is created to help you scale your level. Hudson (crudely) represents the marines' size in comparison to the level. Upon creation, the Hudson will go to the center point of the graph.
Quick Lesson: When creating an object, you will notice that Hudson's size (2m) is given beneath the area where you set the dimensions of your object. (Note: The level editor uses meters as the means of measuring length and distance).
"Obj By Name" (Select Object By Name…)
This option is used to select an object by its name rather than pointing it out with your mouse. Upon selecting this option you will activate a window requesting that you select the name of the object you wish to highlight.
You can either scroll through all of the names for the object you wish to retrieve, or you simply type in the name of the object. Once you have the name in the field provided in the window, select the "confirm" button located at the bottom of the window. If at any point you decide that you don't want to switch to a different object, select the "cancel" button, which is also located at the bottom of the window. This option is extremely helpful if you have a complicated level where clicking on a specific object may prove to be difficult.
"Center Pivot" (Center Pivot On Object)
This option toggles what is considered to be the center point of the selected object.
When you create an object, it will automatically be given a center point on the center of the "base" (bottom plane of your object). No matter what modifications you make to your object, this will always remain the "center point" of the object.
When you select center pivot option, the center will move to the very center of the object (taking all axes into consideration). So when you select this option, the center point will be moved to a point that is mid-way between the x axis, y axis, and z axis. This option is helpful when you may need to rotate your object.
When you select the center pivot option again, the center point will revert back to its original state.
"Obj Info" (Object Information)
This option is used to find out the physical specifications of the highlighted object. Upon the selection of this option you will activate a window showing the name of the object, the number of vertices in that object, and the number of faces in that object. This option will become essential when you are optimizing your level. Due to the fact that you should have steady amount of faces (or polys) at any given time in order for the level to run smoothly.
Quick Lesson: "Faces" and "Polys" or "Polygons" are pretty much equivalent in meaning, and may be used in place of one another.